Tuesday, July 3, 2012

Critical Strike Part II

Fringe





Amanin Tribal Leader 
Fringe
45/60 Critical Strike Part II


Cost:  20  
Hit Points: 70
Defense: 18
Attack: 6
Damage: 20
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Melee Attack (Can attack only adjacent enemies)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Poison +10 (+10 Damage to living enemy; save 11)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Wheel Form (This character can move up to 18 squares if he does not attack)


Commander Effect
Amanin followers gain Charging Assault +10 and Thrown Weapon (Range 6, replaces attacks, 20 Damage to target, Save 11).


To establish peace the Amanin tribes on Maridun engage in religious massive ritual violent conflict over their sacred battleground called Takital.







Amanin Warrior 
Fringe
46/60 Critical Strike Part II


Cost:   17  
Hit Points: 60
Defense: 16
Attack: 7
Damage: 20
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Wheel Form (This character can move up to 18 squares if he does not attack)


Amanin are not above abandoning their traditional spears for energy weapons to give them an advantage in battle.





Hutt Warlord 
Fringe
47/60 Critical Strike Part II


Cost:  24  
Hit Points: 80
Defense: 16
Attack: 6
Damage: 30
Rarity: Uncommon 
Base: Large 
Gender: Male 


Special Abilities
Melee Attack (Can attack only adjacent enemies)
Fringe Reserves 30 (If you roll exactly 11 for initiative, you can add up to 30 points of Fringe characters to your squad immediately before your first activation of the round)
Speed 2 (Can move only 2 squares and attack, or 4 squares without attacking)


Commander Effect
Fringe followers gain Defensive Overdrive (When damaged by an adjacent enemy this character may take an extra 10 Damage and make an immediate attack.)


Most Hutts who reach the peak of their career, leave the day-to-day operation of their enterprises to underlings while they concentrated on food and revelry.





Pirate Duchess 
Fringe
48/60 Critical Strike Part II


Cost:  26  
Hit Points: 80
Defense: 15
Attack: 6
Damage: 10
Rarity: Uncommon 
Base: Medium 
Gender: Female 


Special Abilities
Twin Attack (Whenever this character attacks, she makes 1 extra attack against the same target)
Ion Gun +20 (+20 Damage against nonliving characters)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Mobile Attack (Can move both before and after attacking)
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)


Commander Effect
Pirate followers gain Reprogram and Ion Gun +20


While their actions were inherently illegal, the morals of various pirates varied considerably.



Vynock
Fringe
49/60 Critical Strike Part II

Cost:  6  
Hit Points: 10
Defense: 13
Attack: 0
Damage: 10
Rarity: Common 
Base: Medium 
Gender: It 


Special Abilities
Melee Attack (Can attack only adjacent enemies)
Attach (Replaces attacks, Remove this character. 10 damage to an adjacent non-living character. Each round the character activates it takes ongoing 10 Damage. Save 11 negates.)
Demolish (Ignores Damage Reduction of adjacent targets)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)


The vynock is an atmosphere-breathing subspecies of the mynock.



Weequay Zealot 
Fringe
50/60 Critical Strike Part II


Cost: 14  
Hit Points: 70
Defense: 16
Attack: 8
Damage: 20
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Melee Attack (Can attack only adjacent enemies)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)
Ritualistic Sacrifice (Until this character or a Weequay ally defeats a living enemy character, if possible this character must end its movement next to a living enemy character.)


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